I remember starting to play UU a month or two ago. I built this extremely poor team (note: that's not the one I am posting ) and entered it in one of the smogon UU tours. Haha. Needless to say I got my butt kicked and good. But after that, I started trying to really put some thought into my team-building, and that's how team End Game was born. Fear the Janitor!
Current issues:
I would like have an electric resist esp. since I have two electric weaknesses.
I would like to have a physical wall. (Slowbro>>Milotic?)
I would like to have a reliable physical attacker.
Team End Game Mach II (A.K.A. Fear the Janitor):
(note: 50% of this team was replaced on 6/23/09, after post #17 of this thread)
Arcanine (M) @ Lum Berry
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic
- Hidden Power [Grass]
---
After toiling on Smogon.com, looking for a pokemon to lead the team, many were tested and rejected. Arcanine, however, made it to the end of testing and passed with flying colors. He takes on many different UU leads pretty easily, gaining me momentum on the way. Flare Blitz is an insanely powerful move, and with it and the combination of extremespeed and lum berry, he can kill all sleep leads. Wall leads get toxic, waters/grounds/rocks get HP grass if completely necessary. Considering changing HP grass for overheat for backup against physically defensive steel leads. The only problem with this guy, is that it means I don't get stealth rocks, because there's no place for a rocker elsewhere on the team.
Gramps (Milotic) (M) @ Choice Specs
Ability: Marvel Scale
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Hypnosis
---
Lulz. Shiney Milotic looks like an old man with those grayish looking eyebrows doesn't he? Anyways, he's there for dealing strong special damage when necessary. Specs STAB Hydro pump puts a huge dent in almost everything except 4x resists and, of course, water absorbers. The set is sadly walled by lanturn, but lanturn's low defenses and the lack of a reliable recovery move mean it usually doesn't survive for long anyways against the rest of my team. I'm considering changing him for Slowbro, as I have no reliable physical wall on this team nor do I have a fighting resist besides mismagius, who is usually killed by a secondary physical attack anyways.
Miss Mage (Mismagius) (F) @ Leftovers
Ability: Levitate
EVs: 48 HP/252 Spd/208 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Shadow Ball
- Thunderbolt
- Substitute
---
Ahh Mismagius; easily my favorite UU pokemon. A lot of the team's strategy rests on her shoulders. I used to run taunt on this guy but with the introduction of Hitmontop to the team I don't feel the need to keep taunt for chanseys and clefables anymore. Substitute Mismagius does excellently especially if Arcanine has toxic-ed something slower than it. Also helps to scout switches and status moves, or when an enemy is using an inaccurate move like stone edge. Thunderbolt over HP fighting to win speed ties with other Mismagiuses (who usually run HP fighting) and to help against electric types.
Fiend (Absol) (M) @ Life Orb
Ability: Super Luck
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Night Slash
- Sucker Punch
- Superpower
- Swords Dance
---
I used to despise using Absol due to his inability to switch into, well, anything, but he's proven extremely useful recently. Night slash combined with super luck gives absol a whopping 25% to crit. A single swords dance raises his attack into inconceivable heights, and at that point a life orb STAB sucker punch will OHKO or severely damage just about anyone who doesn't resist it. Night slash is also useful, even thought it's less powerful, so I don't get foiled by switches or substitutes.
Spinny (Hitmontop) (M) @ Life Orb
Ability: Technician
EVs: 72 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Fake Out
- Mach Punch
- Close Combat
- Bullet Punch
---
Priority user to the max. I love his defenses but his low speed is a bit off-putting when up against another priority user. At any rate, three priority moves might seem like overkill, but Bullet Punch is amazing when up against a faster ghost or someone who resists mach punch and close combat. This guy is useful for revenge killing and killing fast pokes who would otherwise outspeed Yanmega before he gets a speed boost. Hitmontop also likes to destroy steels and others who would resist yanmegas STAB moves.
Janitor (Yanmega) (M) @ Petaya Berry
Ability: Speed Boost
EVs: 130 Def/126 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Bug Buzz
- Air Slash
- Reversal
---
Here he is, the Janitor. He is there to pull off a late-game sweep to turn late game into end-game. You would expect late-game yanmega to have tinted lens, but no! Speed boost proves an even greater asset to my late-game yanmega since the rest of the pokes on the team work to get rid of priority users, steels, and fast pokes hopefully before he ever comes out. After he pulls off one speed boost, he is usually a beast because nobody can outspeed him without a scarf (bar, possibly, electrode...but who uses him late game anyways?) and if he gets a sub up on the switch, well, you can guess the rest. I decided to use a non-dividable-by-4 hp value because I wanted to use reversal to kill any surprise chanseys, etc. or as a last resort to at least deal damage to anything which resists both STAB moves (as the HP value lets him sub down to 1 HP). Thus if I either switch in twice to stealth rocks, or switch in once and sub twice, etc. reversal gets a ridiculous 200 bp. If he can do this successfully with a few speed boosts under his belt, then it's serious good game from there.
Thanks for reading. Let me know what you see, don't see, would like to see, ABC, E=MC^2, etc. I'm open to any sort of comment, and all comments are appreciated. Thanks.
Current issues:
I would like have an electric resist esp. since I have two electric weaknesses.
I would like to have a physical wall. (Slowbro>>Milotic?)
I would like to have a reliable physical attacker.
Team End Game Mach II (A.K.A. Fear the Janitor):






(note: 50% of this team was replaced on 6/23/09, after post #17 of this thread)

Arcanine (M) @ Lum Berry
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic
- Hidden Power [Grass]
---
After toiling on Smogon.com, looking for a pokemon to lead the team, many were tested and rejected. Arcanine, however, made it to the end of testing and passed with flying colors. He takes on many different UU leads pretty easily, gaining me momentum on the way. Flare Blitz is an insanely powerful move, and with it and the combination of extremespeed and lum berry, he can kill all sleep leads. Wall leads get toxic, waters/grounds/rocks get HP grass if completely necessary. Considering changing HP grass for overheat for backup against physically defensive steel leads. The only problem with this guy, is that it means I don't get stealth rocks, because there's no place for a rocker elsewhere on the team.

Gramps (Milotic) (M) @ Choice Specs
Ability: Marvel Scale
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Hypnosis
---
Lulz. Shiney Milotic looks like an old man with those grayish looking eyebrows doesn't he? Anyways, he's there for dealing strong special damage when necessary. Specs STAB Hydro pump puts a huge dent in almost everything except 4x resists and, of course, water absorbers. The set is sadly walled by lanturn, but lanturn's low defenses and the lack of a reliable recovery move mean it usually doesn't survive for long anyways against the rest of my team. I'm considering changing him for Slowbro, as I have no reliable physical wall on this team nor do I have a fighting resist besides mismagius, who is usually killed by a secondary physical attack anyways.

Miss Mage (Mismagius) (F) @ Leftovers
Ability: Levitate
EVs: 48 HP/252 Spd/208 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Shadow Ball
- Thunderbolt
- Substitute
---
Ahh Mismagius; easily my favorite UU pokemon. A lot of the team's strategy rests on her shoulders. I used to run taunt on this guy but with the introduction of Hitmontop to the team I don't feel the need to keep taunt for chanseys and clefables anymore. Substitute Mismagius does excellently especially if Arcanine has toxic-ed something slower than it. Also helps to scout switches and status moves, or when an enemy is using an inaccurate move like stone edge. Thunderbolt over HP fighting to win speed ties with other Mismagiuses (who usually run HP fighting) and to help against electric types.

Fiend (Absol) (M) @ Life Orb
Ability: Super Luck
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Night Slash
- Sucker Punch
- Superpower
- Swords Dance
---
I used to despise using Absol due to his inability to switch into, well, anything, but he's proven extremely useful recently. Night slash combined with super luck gives absol a whopping 25% to crit. A single swords dance raises his attack into inconceivable heights, and at that point a life orb STAB sucker punch will OHKO or severely damage just about anyone who doesn't resist it. Night slash is also useful, even thought it's less powerful, so I don't get foiled by switches or substitutes.

Spinny (Hitmontop) (M) @ Life Orb
Ability: Technician
EVs: 72 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Fake Out
- Mach Punch
- Close Combat
- Bullet Punch
---
Priority user to the max. I love his defenses but his low speed is a bit off-putting when up against another priority user. At any rate, three priority moves might seem like overkill, but Bullet Punch is amazing when up against a faster ghost or someone who resists mach punch and close combat. This guy is useful for revenge killing and killing fast pokes who would otherwise outspeed Yanmega before he gets a speed boost. Hitmontop also likes to destroy steels and others who would resist yanmegas STAB moves.

Janitor (Yanmega) (M) @ Petaya Berry
Ability: Speed Boost
EVs: 130 Def/126 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Bug Buzz
- Air Slash
- Reversal
---
Here he is, the Janitor. He is there to pull off a late-game sweep to turn late game into end-game. You would expect late-game yanmega to have tinted lens, but no! Speed boost proves an even greater asset to my late-game yanmega since the rest of the pokes on the team work to get rid of priority users, steels, and fast pokes hopefully before he ever comes out. After he pulls off one speed boost, he is usually a beast because nobody can outspeed him without a scarf (bar, possibly, electrode...but who uses him late game anyways?) and if he gets a sub up on the switch, well, you can guess the rest. I decided to use a non-dividable-by-4 hp value because I wanted to use reversal to kill any surprise chanseys, etc. or as a last resort to at least deal damage to anything which resists both STAB moves (as the HP value lets him sub down to 1 HP). Thus if I either switch in twice to stealth rocks, or switch in once and sub twice, etc. reversal gets a ridiculous 200 bp. If he can do this successfully with a few speed boosts under his belt, then it's serious good game from there.
Thanks for reading. Let me know what you see, don't see, would like to see, ABC, E=MC^2, etc. I'm open to any sort of comment, and all comments are appreciated. Thanks.